Day8: After modifying the armor from it's initial design I was able to break down the polygon count from 86k to 60k by removing the 1st breastplate, arm bands, and the armored belt. I then created even more assets to place on the Samurai which did bring the polygon count back up to 80k, but with plenty more parts for the…
You can have all the ram of the world, but in Max, if you have a gamer card... you won't do anything reaching the limit XD. That's why i work with quadro and Maxtreme. My Bro have a GTX285 with OC, and it's a huge shit in Max, literally. His Max collapses with files i load in a sigh. All the micro detail could be added to…
Sounds like you might have degenerate polygons, like 2 point polygons or maybe a polygon the same vert twice (or ngons). I'm not sure what quadrify will do for those. What app are you exporting from?
Using particles and instanced geometries will save you a lot of ram and computing power on rendertime. Instead of calculating millions of polygons of a single mesh you only calculate the polygons of a single particle instance and use these polygons in multiple places.
So I've done a polygon mesh in Maya 2018, with its UV done, and exported to Zbrush, with the option of having all triangles and quadrats compatible to Z2. Anyways, I sculpted the mesh's details until subdivision level 6 and decided to bake the normal map. I exported the normal map and assigned it back in Maya as a Blinn…
Thanks to everyone who send me bug reports and suggestions we can see the new version of kHED. It includes the most significant fixes and some new features. Here's a list of changes: - Added support for a variety of image file types (psd, png, vtf, dds, gif and a lot more) thanks to Developer's Image Library by Denton…
Thread resurrection, 2017 ~SP1 - but I rarely use 'select by overlapped polygons', but found it no longer works. I get no polygon selection when there are overlapped polygons - it's like it was removed from the software completely.
Good job, thank you for the post. it definitely gives me the vibes. i think small stones has way too many polygons for the space they cover. Also for the unique staircase parts you could use the trim sheet and maybe kept the bevels other than whole knew textureset. these are small changes but might add up. the candles and…
No problem, man :) You would get a better results by running the cloth simulation with a high polygon count and then applying the cloth modifier and decimate/reduce the polygon count to something more reasonable, rather than running it on a low polygon count.
you said there is nothing between them "but space"? Connect vertices only connects vertices that are part of the same polygon. If you are trying to make a new polygon by connecting two vertices, go into the polygon sub-object mode and use the create tool.